De-Yu Chen

According to our database1, De-Yu Chen authored at least 19 papers between 2009 and 2019.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

2019
A Framework for Adaptive Residual Streaming for Single-Player Cloud Gaming.
ACM Trans. Multim. Comput. Commun. Appl., 2019

2018
A 25-Gbps UWOC system with a two-stage injection-locked VCSEL transmitter and an afocal scheme.
Proceedings of the 27th Wireless and Optical Communication Conference, 2018

Optical-Based Underwater Communications.
Proceedings of the Optical Fiber Communications Conference and Exposition, 2018

Improving the Quality of 3D Immersive Interactive Cloud Based Services Over Unreliable Network.
Proceedings of the 10th International Workshop on Immersive Mixed and Virtual Environment Systems, 2018

Heatflip: Temporal-Spatial Sampling for Progressive Heat Maps on Social Media Data.
Proceedings of the IEEE International Conference on Big Data (IEEE BigData 2018), 2018

2017
A 56-Gbps PAM4 LiFi transmission system based on VCSEL with two-stage injection-locked technique.
Proceedings of the Optical Fiber Communications Conference and Exhibition, 2017

Impact of information buffering on a flexible cloud gaming system.
Proceedings of the 15th Annual Workshop on Network and Systems Support for Games, 2017

2015
Placing Virtual Machines to Optimize Cloud Gaming Experience.
IEEE Trans. Cloud Comput., 2015

Does Playing Online Mobile Games Overcharge You for the Fun?
Proceedings of the 2nd Workshop on Mobile Gaming, MobiGames@MobiSys 2015, Florence, Italy, 2015

2014
GamingAnywhere: The first open source cloud gaming system.
ACM Trans. Multim. Comput. Commun. Appl., 2014

On the Quality of Service of Cloud Gaming Systems.
IEEE Trans. Multim., 2014

Quantifying User Satisfaction in Mobile Cloud Games.
Proceedings of the 6th ACM Mobile Video Workshop, MoVid 2014, Singapore, 2014

Screencast in the Wild: Performance and Limitations.
Proceedings of the ACM International Conference on Multimedia, MM '14, Orlando, FL, USA, November 03, 2014

2013
Mobile Game Recommendation using Touch Gestures.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

QoE-Aware Virtual Machine Placement for Cloud Games.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Dude, the Source of Lags Is on Your Computer.
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

Does Online Mobile Gaming Overcharge You for The Fun?
Proceedings of the Annual Workshop on Network and Systems Support for Games, 2013

GamingAnywhere: an open-source cloud gaming testbed.
Proceedings of the ACM Multimedia Conference, 2013

2009
Data-bandwidth-aware Job Scheduling in Grid and Cluster Environments.
Proceedings of the 15th IEEE International Conference on Parallel and Distributed Systems, 2009


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